Game Development Tutorials
Direct-Touch Control - Learn to create a player control mechanic for a top-down shooter game that allows users to use an on-screen control button as the basis for player movement.
CloudKit and On-Demand Game Assets- Learn how CloudKit can be used to implement an on-demand game asset functionality that can be useful for app thinning and for increasing scalability
Objective-C Categories - Learn about Objective-C categories and how they can be used to provide modular functionality for game characters.
Objective-C Protocols - Learn about Objective-C protocols and how they can be used to make gaming applications more modular.
Objective-C Singletons - Learn about Objective-C singletons and how they can be used to generate character animations in a way that is more memory efficient and computationally faster.
Build a Client for Connecting to the Quandl REST API
Tutorial 2: In this section, we define a JSONReader class that will be able to parse the downloaded JSON data and convert it to NSManagedObject classes that can be saved to the SQLite database underlying a CoreData persistent store.
Tutorial 3: In this section, we define a DataFetcher class that can make customized fetch requests for retrieving daily stock quote data based on various filter parameters (i.e. data, opening price, closing price, etc.)
Build a Dictionary API Client for Connecting to the Oxford and Merriam-Webster REST APIs
Merriam-Webster REST API (under construction): Learn how to build an API client that connects to the Merriam-Webster Dictionary REST API. Unlike the Oxford Dictionary API, where authentication credentials are provided via the header fields of the API request, the API key for this case appended to the URL string.
Fish Game Tutorials
Tutorial 2: In this part of the tutorial, we will start to develop our BaseScene class and other game objects. To begin with, we will define a protocol called FishAgentProtocol, whose methods will allow us to decouple a GKAgent2D object from the SKSpriteNode that will be responsible for displaying our Fish sprite. The SKSpriteNode object is also responsible for holding the fish's transform properties (i.e. position and rotation) as well as its physics body.
Tutorial 3: In this tutorial, we define a BaseScene class from which other scenes will inherit. This will make it easier to configure derived scenes, since the basic implementation details for the functionality common across all scenes will be hidden, allowing us to focus the aspects of the derived scenes that unique to those scenes.
Tutorial 4: In this tutorial, we will define and implement a fish manager class that will be responsible for adding different kinds of fish to our game scene.
No comments:
Post a Comment